| Commit message (Collapse) | Author | Age | Files | Lines |
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Also prevent formatting of thirdparty snippet
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really fixed PTRCALL now
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Style: Add .clang-format based on LLVM style
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Derived from https://github.com/githubbrowser/Pre-commit-hooks
and https://gitlab.cern.ch/GeantV/geant/blob/master/hooks/pre-commit-clang-format
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Adapted some parameters to fit the de facto Godot style as closely as possible
(tab indentation, long lines with no wrapping - for now -, indented case labels,
left-aligned pointer operators).
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Added PowerState casting operator to Variant
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Without it Godot does not build with PTRCALL_ENABLED
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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TileMap: Respect self_modulate property
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Now `TileMap`s make use of the `self_modulate` property.
There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate`
in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..)
I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
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Expose uncapped versions of closest-point-to-segment utilities
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TabContainer's signal changes (v3)
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- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
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Editor can generate documents for modules in thier own xml files
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Fix two problems with Area2D and remove_child()
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_exit_tree signals are now properly disconnected upon removal
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Resizable editor / project settings dialogs & save their bounds
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bounds
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Expose Geometry::get_closest_point_to_segment_2d()
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Fix handling input for Android
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Fix wrong TreeItem reference after reconstructing
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Added a SceneTree.is_network_peer_present, closes #7922
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Added missing FIXMEs in PR #7878
[ci skip]
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Implement single-field property change for multinode edit
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added join to PoolStringArray
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Added functionality for resizable WindowDialogs
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Fix RANDOM_MAX, which is 2^32-1 with PCG32.
[ci skip]
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Bunch of missing `else` statements and general logic
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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Inf and NaN support added to GDScript
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Use the common PRNG in 2D particles code.
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Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
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Add menu item in the inspector to show file in FileSystem
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